You can improve attributes. It is well within the rules of the game to get your human to 24D attributes, and beyond, though it gets harder after that.

I know this, however the Template in question is as far as I have found the only one starting with 20D to attributes, though it could be a tradeoff in that it is also ( from the template collection pdf) as I have found the only one starting out with NOT Force Sensitive crossed out, if this is the case this is not a good trade off given you can use CP later to awaken and become force sensitive.

This being said, I never understood why there are jedi templates as any force sensitive non jedi template WILL be better in most aspects, at lest not related to the force, and with the low CP cost of getting it to a total of 1D to a force skill, they are not more than marginally behind if that in the aspects of the force.

A quick solution would be to just eliminate the pips on the attributes.

I agree. 4d dex, 3d most else except for know. Same as reb spec forces.._________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

One possible way to justify characters with more than 18D in Attributes is to use the Advantage/Disadvantage system from D6 Space to give them off-setting penalties. This can take the form of Story Factors and the like.

Obviously, this would only work for existing species in the form of a ret-con, but at least two of the above-mentioned species aren't really suitable for PCs except in extreme circumstances. I have, on occasion, wondered about playing a Hutt character, though..._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

One possible way to justify characters with more than 18D in Attributes is to use the Advantage/Disadvantage system from D6 Space to give them off-setting penalties. This can take the form of Story Factors and the like.

The D6 Space system is built on the formula that 1D in attribute dice equals 4D in skill dice. It's not too hard to come up with a skill dice value for most advantages, disadvantages and special abilities, but I just can't equate attribute dice to skill dice. It seems to me that attributes are worth more than that and it would be too easy to munchkin a character. A starting character is 18D in attributes plus 7D in skills, or 79 creation points which you could use to make a 19D attribute character with 3D in skills. That extra 1D in attribute just raised all the skills under that attribute 1D, so that is clearly a better deal than 4D in skills. Or you could even take a low grade disadvantage and make a 20D attribute character!

Then for Star Wars here we are talking about allowing 19D attribute PCs with 7D skills on top of that? That's even more power game than D6 Space. No, not all sentient Star Wars aliens are evolved equally. We all agree on that. But species and NPCs of those species never had to be balanced. IMO it was always flawed of RAW to have the species base attribute value +6D rule for PC attribute value. It is a leap of logic to apply "not all equal" thing to PCs. The simplest solution is just to say all PCs have 18D attributes, regardless of what the species average dice value is. I know, I'm beating a dead bantha, but this bantha just keeps coming back to life!

CRMcNeill wrote:

I have, on occasion, wondered about playing a Hutt character, though...

That's easy if you remember that the Hutts shown in canon are all older Hutts and imagine that when Hutts are younger adults they are more mobile and smaller. When I get back around to revising my PC species rules I'll post them._________________*
"Would you trade that necklace for a glimpse into your future? ...What do you know of kyber crystals?"
"The Force moves darkly near a creature that’s about to kill... I'm gonna follow Jyn. Her path is clear."